Rename files in Docs, and add new Doc about print statements.
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@@ -125,11 +125,9 @@ public:
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UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
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static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
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// Scan an animation step for key-value pairs of the form mat_XXXX={x,y,z}.
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// For each match, create a dynamic material instance on the actor's mesh
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// components and set the vector parameter XXXX. Materials are restored to
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// their base (non-dynamic) state before applying, so parameters from
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// previous calls do not persist.
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// Using mat_xxxx values from the animation step, update the actor's
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// material parameters. Doing this may involve creating or replacing
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// dynamic material instances for the actor.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
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static void AnimationStepApplyMaterials(const FlxAnimationStep& step, AActor* actor);
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@@ -137,6 +135,8 @@ public:
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// Look for a mesh=name key-value pair in the animation step.
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// If found, load the named mesh and apply it to the actor's
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// mesh component. The actor must have exactly one mesh component.
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// If FallbackToBP is true, and mesh=name is not present, looks
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// for a bp=name pair instead.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
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static void AnimationStepApplyMesh(const FlxAnimationStep& step, bool FallbackToBP, AActor* actor);
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@@ -144,6 +144,8 @@ public:
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////////////////////////////////////////////////
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//
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// An animation step that doesn't actually store the step,
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// it just contains a pointer to the string.
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//
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////////////////////////////////////////////////
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@@ -243,7 +245,7 @@ private:
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FlxStreamBuffer Decoder;
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public:
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// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
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// Initialize the FlxAnimationStepDecoder.
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//
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FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
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@@ -4,21 +4,34 @@
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#include "ConsoleOutput.generated.h"
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//////////////////////////////////////////////////////////////
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//
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// ConsoleOutput
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//
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// This class stores the text that's in the unreal console.
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// It stores it as one great big string, which contains
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// newlines to denote line breaks.
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// When the lua code executes a print statement, the text
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// eventually gets passed to the GameMode blueprint: see
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// Docs/Print-Statement-Handling.md for more information.
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//
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// The GameMode blueprint is expected to create a virtual
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// console of some sort to display the print statements.
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// This class, ConsoleOutput, is a class that the GameMode
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// can optionally use to help implement that virtual console.
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//
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// This class just collects the print statements and keeps
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// a record of what text is in the virtual console. The
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// text is stored as one big string.
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//
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// This class also contains a 'dirty' bit. Each time somebody
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// appends a line of text to the console, the dirty bit is
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// automatically set. The bit can be checked using 'IsDirty'
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// and cleared using 'ClearDirty'. This makes it so that
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// you don't have to update the unreal widget unless the
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// text has actually changed.
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// and cleared using 'ClearDirty'. Assuming that the GameMode
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// is maintaining a text widget of some sort, the GameMode
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// can transfer the contents of this buffer into the text
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// widget only when the dirty bit is set.
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//
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// Note that the GameMode is not obligated to use this class.
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// If the GameMode wants to use some other framework to
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// implement the virtual console, that's perfectly fine.
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//
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//////////////////////////////////////////////////////////////
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